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Hiding spots
Vents are real and players use them. They buy time rather than safety — which makes them a good way to break a chase and a bad way to spend a round.
Short answer
Get into a vent to end a chase, then leave. The Locust checks them. The reason this works at all is its energy bar, not the vent.
Vents work, and they get checked
Both halves of that sentence come from recordings. “Just hide in the vent, dude” is advice one player gives another mid-round, which is how you know it is common practice rather than a guide’s idea. A separate run has the monster finding somebody inside one.
So a vent is not a safe room. It is a way to make the monster lose track of you for long enough that the chase ends, and the chase ending is the whole point — the Locust is faster than you in a straight line and slower than you after a long one.
Why hiding is a move, not a strategy
The thing that kills you in this mode is being found with nowhere to go, and the thing that saves you is distance plus time. A vent buys both, once. A player who climbs into one at the start of the round and stays there has spent the tool that was supposed to reset a chase, and is relying on the monster never checking a place it is shown checking.
Height is the other half of this. Rooftops and upper floors are the terrain feature that reliably buys time, because the Locust climbs but climbs slowly. Hiding and height solve the same problem in opposite ways: one removes you from view, the other makes reaching you expensive.
The room with the keyboardUnverified
One recording finds a small hidden room containing a keyboard, shown on camera without explanation. Whether it does anything — a hiding place, a puzzle, an unfinished prop — is unknown. It is exactly the kind of thing a pre-alpha adds and removes without notice, so treat any guide that tells you what it is for as guessing.
The lights are off, and that cuts both ways
The maps run at night with no lighting, which is the single biggest difference from the Murder Mystery 2 layouts they are built on. You cannot see across a room, so neither can the thing hunting you. Standing still in a dark corner is closer to hiding here than it would be in a lit map — but it is also how people walk into the Locust without seeing it.
If you are trying to work out which of the familiar rooms are safe, the map differences are catalogued here. None of this needs anything from the shop, and there are no codes that unlock a better hiding place.
Where to go next
- Round plannerHiding is one move. This orders all of them for the round you got.
- How to survive a roundHiding is one move in it. Here is the rest.
- The LocustThe energy bar that makes breaking a chase work at all.
- The mapsFamiliar layouts, no lighting, more space to run.
- KeysThe thing you have to leave cover to collect.